Krakoa is not short of enemies. This is how they are labelled, how dangerous each label means, and where they come from.
A Threat is a faction, not a person — the Sentinel Program, the Hand, the Brotherhood of Mutants, the Friends of Humanity, the Reavers. Named enemies belong to one; the disposable ones are drawn from its ranks.
A Threat also has a standing of its own, measured on the same six words below: a Sentinel Program sitting at Introduced is a few scattered units and a bad rumour; the same program gone Flashpoint is a Mother Mold and the end of the timeline. When a Threat escalates, so does what it fields.
Every antagonist is rated for how hard they are to put down and how well they fight. The tiers rank from weakest to strongest:
-
Introduced.
Rank and file. They drop the moment they are
hurt badly enough, and they fight without much care for their own
skin. Dangerous in numbers, not alone.
A Friends of Humanity brawler, a smuggler, a Hand footsoldier. -
Established.
Trained and equipped. They defend sensibly and
will fight to stay standing when they are hurt. A fair fight for a
single X-Man.
A Reaver, a Purifier, a Hand adept. -
Invasive.
A dangerous individual, as powerful as a
strong mutant or a top-tier metahuman. Hard to knock down, smart
about who they go after, and a hard fight for one X-Man on their
own — a team should take one seriously.
Elektra, a Sentinel Mk. II. -
Dominant.
A group fight. Enormous durability,
near-perfect technique, and a second wind when you think it is
over. No single X-Man brings one down; the team has to commit.
Sabretooth, Exodus, Juggernaut, Gorgon, Omega Red, a Sentinel Mk. IV. -
Transformative.
All hands on deck. Multiple teams, a plot
built to set it up, and a fight that runs in phases. You can still
win it by wearing the thing down — but not with one
squad.
Master Mold, Apocalypse. -
Flashpoint.
Not a fight you win by dealing damage.
Resolved by objectives, phases, and simply surviving — the
Storyteller builds a scene around it, not a health bar.
A Mother Mold, Nimrod, a Celestial.
A named enemy is a specific character — Omega Red, a recurring lieutenant. They have a real record, they persist between fights, they sit on a Threat's roster, and when they lose they do something (see below) rather than simply vanish.
A generic enemy is a type, not a person — "a Hand ninja", "Sentinel Mk. IV". It is put on the board for the scene and cleared away when the fight ends. Any tier can be generic; a Sentinel is a generic Invasive, and there can be six of them.
Ten smugglers are not ten separate fights. A crowd is run as one body with a shared pool of health and a headcount. You wear the whole group down, and every so often — a clean critical, a decisive blow — you drop one of them outright, and the crowd hits back with one fewer.
You do not spawn your own opposition. A Storyteller places it, running the fight the way any fight is run.
In time, an approved plot will come with a budget: its stakes and difficulty grant a number of points, and the antagonists are built by spending those points — a handful buys a crowd of Introduced, most of the budget buys one Dominant. The same number decides the experience the fight is worth.
A beaten named enemy runs a default outcome — withdraws, surrenders, is captured, or is killed — depending on who they are and the stakes of the fight. The Storyteller can always override it for the story.